Full Report for Streetcar Suburb by Drew Edwards

Full Report for Streetcar Suburb by Drew Edwards

Transform an unsustainable suburb into a diverse, affordable, and walkable town. Remove single-family housing limits to let the citizens build, then connect buildings with streetcar lines of your own color to score points..

Generated at 2023-06-26, 22:45 from 1000 logged games.

Rules

Representative game (in the sense of being of mean length). Wherever you see the 'representative game' referred to in later sections, this is it!

Playing the Game

On the first turn of the game, the first player Draws Streetcar Lines only.

Thereafter, on your turn Remove 1 Housing Limit then Draw Streetcar Lines.

The game ends when no housing limits are available to remove.

Drawing Streetcar Lines

Place streetcar lines on 2 adjacent grid lines.

Your lines may branch, but different-colored lines may not touch.

Removing Housing Limits

Remove 1 house (representing a single-family housing limit). Keep it for yourself. You may remove any house, except houses next to buildings due to anti-development backlash.

If any empty space neighbors exactly 3 houses, place a building there. The neighboring houses determine the new building?s color and height:

It is possible to place several buildings in a single turn.

Scoring

At the end of the game, each house you removed scores points equal to the combined heights of buildings of the same color connected to your lines. A building connects to all lines touching its neighboring intersections, but counts only once per player. Each separate line of your color incurs a 10 point penalty. The highest score wins. If there is a tie, the highest score in a single color wins.

Miscellaneous

General comments:

Play: Combinatorial

Family: Combinatorial 2022,Line games

Mechanism(s): Capture,Line

BGG Stats

BGG EntryStreetcar Suburb
BGG Rating7.48667
#Voters15
SD0.846063
BGG Weight2
#Voters2
Year2022

BGG Ratings and Comments

UserRatingComment
hippiephysicschickN/Ahave pieces and rules, 2player made PnP copy
Kingsoby18
taragalinas7Solid little filler.
Nijoth7.
diosuke6.8
warder576This is a solid two-player abstract that I’d like to try more. We’ll see if it has staying power. This could rise in rating after more plays.
Rontuaru7A sleek and charming "inverted" route building abstract, where you have emergent valuable hotspots and no shortage of shared incentives. Shades of Fresh Fish, without the baroque expropriation (and so makes this immediately more approachable). The focus is more on speculation, as investing in certain colors will unlock the actual point-scoring structures on board, but the degree to which they emerge (value and location) revolves around precisely how you remove colors from the board, so there's a palpable spatial element to the game as well. The route blocking can be quite subtle, too, as you find the negative-points penalty (from starting a disconnected route) starts to be overshadowed by what you gain and what you deny your opponent. Splendid stuff.
sareneFactorial7
clownfeet6.5
mafman6N/Agood 'weight of your own choices' type of game easy to learn and fast for the game's depth/challenge saw a bit of the final tweaks thanks to the designer posting in WIP and saw this crisp up from a game I was intrigued about to a game that shines. The idea of having the flat house go to the high rise works great not only thematically but as a visual aid for the players. Just a fantastic example of how the design of a component can help the game. This game also works best in its dry erase setup as intended.
BloodyMe8
P1rD7
dukane8Very cool abstract game with an amazing theme. There's a spatial element in blocking each other as you try to get to valuable spots while keeping your opponents out. Then there's the stock portion of the game and manipulating the SFH zoning in order to set yourself up to develop along your route. Very impressed with my first play!
UanarchyK8A lot going on for a fairly simple game. There's the push-pull of the colors, and the multiplication ramping that up. Then there's the board play and blocking, denying your opponent. And then there's the networks penalty... I kind of want to own a preposterously overproduced version of this game with 3-D printed tower blocks and everything. Rules need cleaning up though, which is funny to say about a game with a single sheet of rules. But they could be streamlined/clarified even further.
OMD568Drew really has a cool design that you can tell is a passion project due to the credits for Strong Towns in the rules. This is a game for so many gamers, whether you like train games, abstracts, or euros. It has things from all of those, like gathering "shares," going after scoring opportunities, thinking about the ramifications of each play, weighing the risk and rewards, etc. After our first play, the simple comparisons we came up with were the dynamic city like Town Center and Alien City, the network and scoring chances you'd find in Fresh Fish, and the simple rules like you'd find in a great abstract or a Winsome/cube rails game. Hoping more people take a chance at printing this one up and Drew shows this to a publisher, cause he has a winner on his hands with Streetcar Suburb.
RichardIngram9
Cubesonamap9Oh, boy... This is incredible. Can't wait to play again. PnP.

Kolomogorov Complexity Analysis

Size (bytes)35847
Reference Size10673
Ratio3.36

Ai Ai calculates the size of the implementation, and compares it to the Ai Ai implementation of the simplest possible game (which just fills the board). Note that this estimate may include some graphics and heuristics code as well as the game logic. See the wikipedia entry for more details.

Playout Complexity Estimate

Playouts per second12297.39 (81.32µs/playout)
Reference Size539752.79 (1.85µs/playout)
Ratio (low is good)43.89

Tavener complexity: the heat generated by playing every possible instance of a game with a perfectly efficient programme. Since this is not possible to calculate, Ai Ai calculates the number of random playouts per second and compares it to the fastest non-trivial Ai Ai game (Connect 4). This ratio gives a practical indication of how complex the game is. Combine this with the computational state space, and you can get an idea of how strong the default (MCTS-based) AI will be.

State Space Complexity

% new positions/bucket

State Space Complexity471369368 
State Space Complexity bounds64146244 < 471369368 < ∞ 
State Space Complexity (log 10)8.67 
State Space Complexity bounds (log 10)7.81 <= 8.67 <= ∞ 
Samples817902 
Confidence0.000: totally unreliable, 100: perfect

State space complexity (where present) is an estimate of the number of distinct game tree reachable through actual play. Over a series of random games, Ai Ai checks each position to see if it is new, or a repeat of a previous position and keeps a total for each game. As the number of games increase, the quantity of new positions seen per game decreases. These games are then partitioned into a number of buckets, and if certain conditions are met, Ai Ai treats the number in each bucket as the start of a strictly decreasing geometric sequence and sums it to estimate the total state space. The accuracy is calculated as 1-[end bucket count]/[starting bucklet count]

Playout/Search Speed

LabelIts/sSDNodes/sSDGame lengthSD
Random playout12,472541,014,2014,311814
search.UCT12,725242794

Random: 10 second warmup for the hotspot compiler. 100 trials of 1000ms each.

Other: 100 playouts, means calculated over the first 5 moves only to avoid distortion due to speedup at end of game.

Mirroring Strategies

Rotation (Half turn) lost each game as expected.
Reflection (X axis) lost each game as expected.
Reflection (Y axis) lost each game as expected.
Copy last move lost each game as expected.

Mirroring strategies attempt to copy the previous move. On first move, they will attempt to play in the centre. If neither of these are possible, they will pick a random move. Each entry represents a different form of copying; direct copy, reflection in either the X or Y axis, half-turn rotation.

Win % By Player (Bias)

1: Red win %47.50±3.08Includes draws = 50%
2: Purple win %52.50±3.10Includes draws = 50%
Draw %0.00Percentage of games where all players draw.
Decisive %100.00Percentage of games with a single winner.
Samples1000Quantity of logged games played

Note: that win/loss statistics may vary depending on thinking time (horizon effect, etc.), bad heuristics, bugs, and other factors, so should be taken with a pinch of salt. (Given perfect play, any game of pure skill will always end in the same result.)

Note: Ai Ai differentiates between states where all players draw or win or lose; this is mostly to support cooperative games.

UCT Skill Chains

MatchAIStrong WinsDrawsStrong Losses#GamesStrong Scorep1 Win%Draw%p2 Win%Game Length
0Random         
2UCT (its=3)63102989290.6485 <= 0.6792 <= 0.708545.210.0054.7981.20
8UCT (its=9)63103069370.6427 <= 0.6734 <= 0.702743.540.0056.4681.19
22UCT (its=23)63103619920.6057 <= 0.6361 <= 0.665547.280.0052.7281.45
46UCT (its=47)63103599900.6069 <= 0.6374 <= 0.666749.700.0050.3081.22
49
UCT (its=50)
492
0
508
1000
0.4611 <= 0.4920 <= 0.5230
48.20
0.00
51.80
81.14
50
UCT (its=50)
487
0
513
1000
0.4561 <= 0.4870 <= 0.5180
49.50
0.00
50.50
81.08

Search for levels ended: time limit reached.

Level of Play: Strong beats Weak 60% of the time (lower bound with 95% confidence).

Draw%, p1 win% and game length may give some indication of trends as AI strength increases.

1st Player Win Ratios by Playing Strength

This chart shows the win(green)/draw(black)/loss(red) percentages, as UCT play strength increases. Note that for most games, the top playing strength show here will be distinctly below human standard.

Complexity

Game lengthNaN 
Branching factorNaN 
Complexity10^NaNBased on game length and branching factor
Computational Complexity10^-∞Saturation reached - accuracy very high.
Samples1000Quantity of logged games played

Computational complexity (where present) is an estimate of the game tree reachable through actual play. For each game in turn, Ai Ai marks the positions reached in a hashtable, then counts the number of new moves added to the table. Once all moves are applied, it treats this sequence as a geometric progression and calculates the sum as n-> infinity.

Move Classification

Board Size52Quantity of distinct board cells
Distinct actions187Quantity of distinct moves (e.g. "e4") regardless of position in game tree
Good moves0A good move is selected by the AI more than the average
Bad moves187A bad move is selected by the AI less than the average
Terrible moves2A terrible move is never selected by the AI
Terrible moves: Edge 102:d6/e5,Edge 182:h8/g8
Samples1000Quantity of logged games played

Board Coverage

A mean of NaN% of board locations were used per game.

Colour and size show the frequency of visits.

Game Length

Game length frequencies.

Mean79.75
Mode[81]
Median69.0

Change in Material Per Turn

Mean change in material/round2.67Complete round of play (all players)

This chart is based on a single representative* playout, and gives a feel for the change in material over the course of a game. (* Representative in the sense that it is close to the mean length.)

Actions/turn

Table: branching factor per turn, based on a single representative* game. (* Representative in the sense that it is close to the mean game length.)

Action Types per Turn

This chart is based on a single representative* game, and gives a feel for the types of moves available throughout that game. (* Representative in the sense that it is close to the mean game length.)

Red: removal, Black: move, Blue: Add, Grey: pass, Purple: swap sides, Brown: other.

Trajectory

This chart shows the best move value with respect to the active player; the orange line represents the value of doing nothing (null move).

The lead changed on 7% of the game turns. Ai Ai found 1 critical turn (turns with only one good option).

Position Heatmap

This chart shows the relative temperature of all moves each turn. Colour range: black (worst), red, orange(even), yellow, white(best).

Good/Effective moves

MeasureAll playersPlayer 1Player 2
Mean % of effective moves64.0362.1665.93
Mean no. of effective moves22.5221.5623.50
Effective game space10^79.0110^38.5710^40.43
Mean % of good moves50.7388.8211.69
Mean no. of good moves27.8647.397.85
Good move game space10^60.1010^48.3910^11.71

These figures were calculated over a single game.

An effective move is one with score 0.1 of the best move (including the best move). -1 (loss) <= score <= 1 (win)

A good move has a score > 0. Note that when there are no good moves, an multiplier of 1 is used for the game space calculation.

Quality Measures

MeasureValueDescription
Hot turns64.20%A hot turn is one where making a move is better than doing nothing.
Momentum24.69%% of turns where a player improved their score.
Correction37.04%% of turns where the score headed back towards equality.
Depth4.65%Difference in evaluation between a short and long search.
Drama0.04%How much the winner was behind before their final victory.
Foulup Factor75.31%Moves that looked better than the best move after a short search.
Surprising turns1.23%Turns that looked bad after a short search, but good after a long one.
Last lead change62.96%Distance through game when the lead changed for the last time.
Decisiveness7.41%Distance from the result being known to the end of the game.

These figures were calculated over a single representative* game, and based on the measures of quality described in "Automatic Generation and Evaluation of Recombination Games" (Cameron Browne, 2007). (* Representative, in the sense that it is close to the mean game length.)

Openings

MovesAnimation
Edge 1:d2/d1,Edge 2:e1/d1,e8
Edge 2:e1/d1,Edge 1:d2/d1,e8
Edge 161:a8/-,Edge 162:b8/a8,e8
Edge 162:b8/a8,Edge 161:a8/-,e8

Opening Heatmap

Colour shows the success ratio of this play over the first 10moves; black < red < yellow < white.

Size shows the frequency this move is played.

Unique Positions Reachable at Depth

012345
11875271820732086158928199

Note: most games do not take board rotation and reflection into consideration.
Multi-part turns could be treated as the same or different depth depending on the implementation.
Counts to depth N include all moves reachable at lower depths.
Inaccuracies may also exist due to hash collisions, but Ai Ai uses 64-bit hashes so these will be a very small fraction of a percentage point.

Shortest Game(s)

No solutions found to depth 5.

Puzzles

PuzzleSolution

Red to win in 10 moves

Red to win in 7 moves

Purple to win in 7 moves

Purple to win in 7 moves

Red to win in 4 moves

Weak puzzle selection criteria are in place; the first move may not be unique.